Build an Enshrouded summoner around the mage side of the tree, a chosen summon family, and a direct attack that remains useful when companions are unavailable. Intelligence supports your magic offense and Spirit expands your mana pool. Advanced Necromancy supports the skeleton direction, while Totem Mastery supports elemental totems. Add the connected skills your current points allow rather than assuming a separate Summoner class locks in the character.
Version 1.0 makes active skeleton summoning part of the spell system and expands Necromancy gems. It also limits spawned creatures and replaces the oldest creature when you exceed the applicable maximum. This framework does not assign an unverified summon count, mana cost, duration, or fixed acquisition route. Read those values from the current spell and skill descriptions before committing the whole allocation.
Assemble a usable version before chasing a full army
The basic loadout needs a summon spell you can actually use, an appropriate magical weapon, and a way to keep fighting while managing the summons. A wand and staff give you different direct-attack options within an Intelligence-based framework. The companion effect adds battlefield presence rather than replacing your character's own damage and movement.
Start with one summon family. Confirm its spell, inspect the relevant capacity skill, and trace the connected path from your current allocation. Add a second family only when you can support both its skill investment and casting demands. Buying several remote endpoints before the character can reach them does not create a working build.
Returning characters have their skill tree reset when first loaded into 1.0. Spend the returned points before evaluating a familiar weapon or entering the new region. An old equipment set with an empty skill tree is not a test of how the summoner performs after the update.
Choose skeletons or elemental totems deliberately
Choose according to the spell available to you and the part of combat you want it to support. The two capacity skills are separate. A skeleton-oriented purchase is not evidence that the totem limit also increases, and an elemental name does not establish every detail of a totem's range, targeting, or duration.
Check the current description before choosing elemental support. Fire, ice, and shock are different damage directions. A bonus that helps your direct spell does not automatically establish how every summoned creature inherits damage bonuses. Keep your own spell damage and companion behavior separate when evaluating the result.
Budget damage, mana, and recovery separately
Intelligence is the main offensive attribute for the accompanying magic framework. Spirit increases mana capacity, while Constitution increases health. Mana regeneration addresses recovery rather than maximum capacity. These are different needs, so choose the next investment according to what actually ends your attack cycle.
Do not spend the entire mana pool establishing summons and assume a defensive cast will still be available. Reserve what the current loadout needs for control, recovery, or a direct spell. The exact reserve depends on the actual costs shown in your game rather than a universal number copied from another character.
Use wand pressure to create a staff opportunity
A wand–staff pairing lets you maintain direct pressure and then use a suitable staff spell when an opening appears. Blast and Cast connects a wand critical hit to the next staff attack. That makes the weapon switch purposeful rather than requiring you to swap after every ordinary hit.
Support each half with the skills it actually uses. Wand Master, Sting, and Unity concern wand interactions; Quick Charge concerns staff charging. Trace those connected routes alongside the summon-capacity path and prioritize a working combination within your point budget. A staff-specific purchase is less useful if you never switch to the staff.
Select the staff spell for the encounter instead of carrying only one ideal damage scenario. Groups, a distant target, and a close attacker can demand different responses. Entangle is a control option to consider, but do not assume that every enemy is affected identically or that companions guarantee an uninterrupted charge.
Follow a repeatable combat sequence
Use this as a decision sequence, adapting the inputs and costs to your current spells:
- Establish the selected summon when you have the space and resources to do so.
- Check which enemies remain a direct threat to the character.
- Reposition or apply an appropriate control effect before committing to a charged attack.
- Use the wand for direct pressure and watch for the interaction that supports your next staff attack.
- Switch to the staff when the opening and the chosen spell justify it.
- Continue moving and attacking rather than repeatedly casting at an already reached creature cap.
- Reassess mana and companion presence before beginning the sequence again.
The important distinction is between maintaining the fight and maintaining the maximum possible companion count. Skeleton companion attacks are no longer interrupted by enemy attacks, but their role is not simply to provide enormous damage. Keep your own direct attack active and use the extra presence to help manage the encounter.
Respect each source's conditions and limits
Summon spells, the Necromancer skill, weapon gems, and summoning items are distinct systems. A limit or trigger attached to one should not be silently applied to all the others.
The Necromancer skill concerns a chance to create a companion after a magic-weapon kill. That is a different condition from casting a summon before engaging. If the current weapon gem has its own trigger, read that trigger separately. Do not assume that damaging an enemy satisfies a description requiring a killing blow.
The Gem of Lesser Necromancy has a limit on its resurrected companions, and additional Necromancy gems join the system in 1.0. The available information does not establish a single shared pool for spell skeletons, totems, skill companions, and gem companions. Do not add several reported limits together and call the sum a guaranteed army size.
Replace summons deliberately rather than spamming casts
When another creature is cast beyond its allowed maximum, the oldest creature is replaced. Repeating the action at that point is a replacement, not unlimited growth. Watch the actual active creatures when learning the interaction and distinguish a new addition from an old one disappearing.
Gem-created companions also begin losing health after some time outside combat. Do not plan around transporting an unchanged gem-created army indefinitely between encounters. That out-of-combat decay rule is specifically associated with the Necromancy gems; it does not establish the lifetime of every new summon spell.
If you want to compare two capacity options, keep the rest of the setup stable. Check the spell and the corresponding skill, then observe the active count before and after the purchase. Avoid turning a mixed setup with several companion sources into evidence for one spell's precise limit.
Keep older summoning items in the correct category
This is a Skull Summoning Vessel item. It is not the new Summon Hollow Skeleton spell. Older summoning tutorials can discuss an item, a skill proc, or a weapon gem while using the same broad necromancer vocabulary.
Before following an older procedure, identify which source it uses. A thrown item and an active staff spell do not establish the same ammunition demand or input. Likewise, a video showing several friendly creatures does not identify which system created each one or prove that the current capacity skills work the same way.
Use the item name and its current description to resolve that distinction. Keep the spell-based build's requirements separate from materials or equipment belonging to a different summoning route.
Add movement or healing for the actual failure point
Blink replaces the dodge roll with a short teleport, and Emergency Blink addresses being stunned. These can support a caster who needs another positioning response, but the connected path has a cost. Choose them because movement or stuns are preventing the intended loop, rather than treating every mage route as compulsory.
Water Aura provides healing for injured allies within its range and scales with Intelligence. It is an optional support direction when recovery is the limitation. Its positioning requirement matters in a cooperative group; it is not proof that every ally anywhere in the encounter receives healing.
Defensive purchases compete with other endpoints for the same point budget. Establish the summon and direct-attack framework first, then solve the repeated problem that prevents it from functioning. Do not purchase an entire unrelated branch to compensate for one missed movement input.
Plan spell supply and upgrades around the launch systems
All spells have Eternal variations in 1.0, with many unlocking in the highest progression tier. Eternal spells can be upgraded through the relevant crafting survivor's equipment services. Having Eternal versions in the game does not mean a new character immediately owns every summon or can skip its unlock progression.
Spell-charge availability was also reorganized. More versatile spells can appear as loot, while unusual spells with specific purposes lean toward crafting. Check the current recipe and acquisition information for the exact summon you want instead of assuming that every spell can be obtained from the same chest route.
Until an Eternal version is available, prepare the charges and ingredients the chosen spell actually requires. After it becomes available, keep upgrade and mana management separate: avoiding consumable charges does not establish that casting has no mana demand. Confirm the complete loop with the equipment, spell tier, and resources you currently own before spending the rest of the points on a larger collection of summons.
Summon Hollow Skeleton with capacity support and a dependable wand–staff fallback.